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Spawning in groups of 3, these pumpkin-headed creatures have a ranged splash attack much like siege giants or catapult minions. Players can dodge the Sappers attacks. This means that for heroes are able to take no damage while defeating them.

In lane, Sappers are fairly similar to Siege Giants with their extended range and splash damage attacks. However, when a Sapper gets within 12m of an opposing structure, it will start a suicide rush where it charges the structure then explodes. Silencing Sappers prevent them from starting to channel this ability.

Sappers prioritize attacking buildings over gates and healing fountains. If a structure is destroyed before a charging Sapper reaches it, it will immediately stop charging and acquire a new target. Sappers have 100 Armor vs Structures while charging and Towers ignore charging Sappers. The armor vs structures change prevents towers from killing off sappers mid-charge, making them much stronger in dedicated pushes late game. Mercenary Lord increases the kamikaze damage the Sappers do.

On Towers of Doom, Sappers have an additional effect: If a Sapper enters the enemy team's Kill Zone, it will launch its head at their Core, dealing a single point of damage. Thus, fully escorting a Sapper camp will deal 3 damage to the enemy core, almost worth an entire Altar capture.

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